Conference Proceeding: Main Usability Issues in Using Virtual Environments for Older Population Warning Studies[show abstract] [hide abstract]
ABSTRACT: Over the last decades, Virtual Reality (VR) technology has emerged as a promising tool for numerous human performance assessments. Together with the expansion of such systems, several Virtual Environment (VE) usability criteria have been developed to ensure their optimal production and efficiency. However, the current status of such measures for warning research is scarce; and most importantly, design guidelines for defining VEs for middle-aged and older adult interactions with warnings are even more rare. In order to create effective and inclusive VEs for older age groups, warning researchers must be informed of the main age-related perceptual and cognitive changes that may hinder the experience, as well as should determine which of the usability issues are most important for a particular VE system. This paper provides a theoretical framework which seeks to highlight the main subject matters that embrace the design, implementation and evaluation of VE studies for older population warning research.15th International Conference on Human-Computer Interaction, Las Vegas, Nevada, USA; 07/2013
Conference Proceeding: Designing inclusive technology-based warnings using a virtual reality-based methodologyUNIDCOM/IADE’s 6th International Conference; 04/2012
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ABSTRACT: There is an increasing interest in multimodal technology-based warnings, namely those conveying speech-warning statements. This type of warning may be tailored to the situation as well as to the target user’s characteristics. However, more information is needed on how to design these warnings in a way that ensures intelligibility, promotes compliance and reduces the potential for annoyance. In this context, this paper reports an exploratory study whose main purpose was to assist the selection of a synthesized voice for a subsequent compliance study with personalized (i.e., using the person’s name) technologybased warnings using Virtual Reality. Participants were requested to listen to speech signals, gathered from a speech synthesizer and post-processed in order to change the pitch perception, and then these were evaluated by fulfilling the MOS-X questionnaire. After that, the participants ranked the voices according to their preference. The effects of the speaker’s gender and voice pitch, on both ratings and ranking were assessed. The preference of the male and female listeners for a talker’s voice gender was also investigated. The results show that participants mostly prefer as first choice the high-pitched female voice, which also gathered the highest overall score in the MOS-X questionnaire. No significant influence of the participants’ gender was found on the assessed measures.Work: A Journal of Prevention, Assessment and Rehabilitation. 01/2012; 41:3592-3598.
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